ReGameDLL_CS/regamedll/dlls/schedule.h
2017-11-01 18:30:47 +03:00

290 lines
9.5 KiB
C

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// these MoveFlag values are assigned to a WayPoint's TYPE in order to demonstrate the
// type of movement the monster should use to get there.
#define bits_MF_TO_TARGETENT BIT(0) // local move to targetent.
#define bits_MF_TO_ENEMY BIT(1) // local move to enemy
#define bits_MF_TO_COVER BIT(2) // local move to a hiding place
#define bits_MF_TO_DETOUR BIT(3) // local move to detour point.
#define bits_MF_TO_PATHCORNER BIT(4) // local move to a path corner
#define bits_MF_TO_NODE BIT(5) // local move to a node
#define bits_MF_TO_LOCATION BIT(6) // local move to an arbitrary point
#define bits_MF_IS_GOAL BIT(7) // this waypoint is the goal of the whole move.
#define bits_MF_DONT_SIMPLIFY BIT(8) // Don't let the route code simplify this waypoint
// If you define any flags that aren't _TO_ flags, add them here so we can mask
// them off when doing compares.
#define bits_MF_NOT_TO_MASK (bits_MF_IS_GOAL | bits_MF_DONT_SIMPLIFY)
#define MOVEGOAL_NONE (0)
#define MOVEGOAL_TARGETENT (bits_MF_TO_TARGETENT)
#define MOVEGOAL_ENEMY (bits_MF_TO_ENEMY)
#define MOVEGOAL_PATHCORNER (bits_MF_TO_PATHCORNER)
#define MOVEGOAL_LOCATION (bits_MF_TO_LOCATION)
#define MOVEGOAL_NODE (bits_MF_TO_NODE)
// these bits represent conditions that may befall the monster, of which some are allowed
// to interrupt certain schedules.
#define bits_COND_NO_AMMO_LOADED BIT(0) // weapon needs to be reloaded!
#define bits_COND_SEE_HATE BIT(1) // see something that you hate
#define bits_COND_SEE_FEAR BIT(2) // see something that you are afraid of
#define bits_COND_SEE_DISLIKE BIT(3) // see something that you dislike
#define bits_COND_SEE_ENEMY BIT(4) // target entity is in full view.
#define bits_COND_ENEMY_OCCLUDED BIT(5) // target entity occluded by the world
#define bits_COND_SMELL_FOOD BIT(6)
#define bits_COND_ENEMY_TOOFAR BIT(7)
#define bits_COND_LIGHT_DAMAGE BIT(8) // hurt a little
#define bits_COND_HEAVY_DAMAGE BIT(9) // hurt a lot
#define bits_COND_CAN_RANGE_ATTACK1 BIT(10)
#define bits_COND_CAN_MELEE_ATTACK1 BIT(11)
#define bits_COND_CAN_RANGE_ATTACK2 BIT(12)
#define bits_COND_CAN_MELEE_ATTACK2 BIT(13)
//#define bits_COND_CAN_RANGE_ATTACK3 BIT(14)
#define bits_COND_PROVOKED BIT(15)
#define bits_COND_NEW_ENEMY BIT(16)
#define bits_COND_HEAR_SOUND BIT(17) // there is an interesting sound
#define bits_COND_SMELL BIT(18) // there is an interesting scent
#define bits_COND_ENEMY_FACING_ME BIT(19) // enemy is facing me
#define bits_COND_ENEMY_DEAD BIT(20) // enemy was killed. If you get this in combat, try to find another enemy. If you get it in alert, victory dance.
#define bits_COND_SEE_CLIENT BIT(21) // see a client
#define bits_COND_SEE_NEMESIS BIT(22) // see my nemesis
#define bits_COND_SPECIAL1 BIT(28) // Defined by individual monster
#define bits_COND_SPECIAL2 BIT(29) // Defined by individual monster
#define bits_COND_TASK_FAILED BIT(30)
#define bits_COND_SCHEDULE_DONE BIT(31)
#define bits_COND_ALL_SPECIAL (bits_COND_SPECIAL1 | bits_COND_SPECIAL2)
#define bits_COND_CAN_ATTACK (bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2)
#define TASKSTATUS_NEW 0 // Just started
#define TASKSTATUS_RUNNING 1 // Running task & movement
#define TASKSTATUS_RUNNING_MOVEMENT 2 // Just running movement
#define TASKSTATUS_RUNNING_TASK 3 // Just running task
#define TASKSTATUS_COMPLETE 4 // Completed, get next task
// These are the schedule types
typedef enum
{
SCHED_NONE = 0,
SCHED_IDLE_STAND,
SCHED_IDLE_WALK,
SCHED_WAKE_ANGRY,
SCHED_WAKE_CALLED,
SCHED_ALERT_FACE,
SCHED_ALERT_SMALL_FLINCH,
SCHED_ALERT_BIG_FLINCH,
SCHED_ALERT_STAND,
SCHED_INVESTIGATE_SOUND,
SCHED_COMBAT_FACE,
SCHED_COMBAT_STAND,
SCHED_CHASE_ENEMY,
SCHED_CHASE_ENEMY_FAILED,
SCHED_VICTORY_DANCE,
SCHED_TARGET_FACE,
SCHED_TARGET_CHASE,
SCHED_SMALL_FLINCH,
SCHED_TAKE_COVER_FROM_ENEMY,
SCHED_TAKE_COVER_FROM_BEST_SOUND,
SCHED_TAKE_COVER_FROM_ORIGIN,
SCHED_COWER, // usually a last resort!
SCHED_MELEE_ATTACK1,
SCHED_MELEE_ATTACK2,
SCHED_RANGE_ATTACK1,
SCHED_RANGE_ATTACK2,
SCHED_SPECIAL_ATTACK1,
SCHED_SPECIAL_ATTACK2,
SCHED_STANDOFF,
SCHED_ARM_WEAPON,
SCHED_RELOAD,
SCHED_GUARD,
SCHED_AMBUSH,
SCHED_DIE,
SCHED_WAIT_TRIGGER,
SCHED_FOLLOW,
SCHED_SLEEP,
SCHED_WAKE,
SCHED_BARNACLE_VICTIM_GRAB,
SCHED_BARNACLE_VICTIM_CHOMP,
SCHED_AISCRIPT,
SCHED_FAIL,
LAST_COMMON_SCHEDULE // Leave this at the bottom
} SCHEDULE_TYPE;
// These are the shared tasks
typedef enum
{
TASK_INVALID = 0,
TASK_WAIT,
TASK_WAIT_FACE_ENEMY,
TASK_WAIT_PVS,
TASK_SUGGEST_STATE,
TASK_WALK_TO_TARGET,
TASK_RUN_TO_TARGET,
TASK_MOVE_TO_TARGET_RANGE,
TASK_GET_PATH_TO_ENEMY,
TASK_GET_PATH_TO_ENEMY_LKP,
TASK_GET_PATH_TO_ENEMY_CORPSE,
TASK_GET_PATH_TO_LEADER,
TASK_GET_PATH_TO_SPOT,
TASK_GET_PATH_TO_TARGET,
TASK_GET_PATH_TO_HINTNODE,
TASK_GET_PATH_TO_LASTPOSITION,
TASK_GET_PATH_TO_BESTSOUND,
TASK_GET_PATH_TO_BESTSCENT,
TASK_RUN_PATH,
TASK_WALK_PATH,
TASK_STRAFE_PATH,
TASK_CLEAR_MOVE_WAIT,
TASK_STORE_LASTPOSITION,
TASK_CLEAR_LASTPOSITION,
TASK_PLAY_ACTIVE_IDLE,
TASK_FIND_HINTNODE,
TASK_CLEAR_HINTNODE,
TASK_SMALL_FLINCH,
TASK_FACE_IDEAL,
TASK_FACE_ROUTE,
TASK_FACE_ENEMY,
TASK_FACE_HINTNODE,
TASK_FACE_TARGET,
TASK_FACE_LASTPOSITION,
TASK_RANGE_ATTACK1,
TASK_RANGE_ATTACK2,
TASK_MELEE_ATTACK1,
TASK_MELEE_ATTACK2,
TASK_RELOAD,
TASK_RANGE_ATTACK1_NOTURN,
TASK_RANGE_ATTACK2_NOTURN,
TASK_MELEE_ATTACK1_NOTURN,
TASK_MELEE_ATTACK2_NOTURN,
TASK_RELOAD_NOTURN,
TASK_SPECIAL_ATTACK1,
TASK_SPECIAL_ATTACK2,
TASK_CROUCH,
TASK_STAND,
TASK_GUARD,
TASK_STEP_LEFT,
TASK_STEP_RIGHT,
TASK_STEP_FORWARD,
TASK_STEP_BACK,
TASK_DODGE_LEFT,
TASK_DODGE_RIGHT,
TASK_SOUND_ANGRY,
TASK_SOUND_DEATH,
TASK_SET_ACTIVITY,
TASK_SET_SCHEDULE,
TASK_SET_FAIL_SCHEDULE,
TASK_CLEAR_FAIL_SCHEDULE,
TASK_PLAY_SEQUENCE,
TASK_PLAY_SEQUENCE_FACE_ENEMY,
TASK_PLAY_SEQUENCE_FACE_TARGET,
TASK_SOUND_IDLE,
TASK_SOUND_WAKE,
TASK_SOUND_PAIN,
TASK_SOUND_DIE,
TASK_FIND_COVER_FROM_BEST_SOUND, // tries lateral cover first, then node cover
TASK_FIND_COVER_FROM_ENEMY, // tries lateral cover first, then node cover
TASK_FIND_LATERAL_COVER_FROM_ENEMY,
TASK_FIND_NODE_COVER_FROM_ENEMY,
TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY, // data for this one is the MAXIMUM acceptable distance to the cover.
TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, // data for this one is there MINIMUM aceptable distance to the cover.
TASK_FIND_COVER_FROM_ORIGIN,
TASK_EAT,
TASK_DIE,
TASK_WAIT_FOR_SCRIPT,
TASK_PLAY_SCRIPT,
TASK_ENABLE_SCRIPT,
TASK_PLANT_ON_SCRIPT,
TASK_FACE_SCRIPT,
TASK_WAIT_RANDOM,
TASK_WAIT_INDEFINITE,
TASK_STOP_MOVING,
TASK_TURN_LEFT,
TASK_TURN_RIGHT,
TASK_REMEMBER,
TASK_FORGET,
TASK_WAIT_FOR_MOVEMENT, // wait until MovementIsComplete()
LAST_COMMON_TASK, // LEAVE THIS AT THE BOTTOM (sjb)
} SHARED_TASKS;
// These go in the flData member of the TASK_WALK_TO_TARGET, TASK_RUN_TO_TARGET
enum
{
TARGET_MOVE_NORMAL = 0,
TARGET_MOVE_SCRIPTED = 1,
};
// A goal should be used for a task that requires several schedules to complete.
// The goal index should indicate which schedule (ordinally) the monster is running.
// That way, when tasks fail, the AI can make decisions based on the context of the
// current goal and sequence rather than just the current schedule.
enum
{
GOAL_ATTACK_ENEMY,
GOAL_MOVE,
GOAL_TAKE_COVER,
GOAL_MOVE_TARGET,
GOAL_EAT,
};
// an array of tasks is a task list
// an array of schedules is a schedule list
struct Task_t
{
int iTask;
float flData;
};
struct Schedule_t
{
Task_t *pTasklist;
int cTasks;
int iInterruptMask; // a bit mask of conditions that can interrupt this schedule
// a more specific mask that indicates which TYPES of sounds will interrupt the schedule in the
// event that the schedule is broken by COND_HEAR_SOUND
int iSoundMask;
const char *pName;
};
// an array of waypoints makes up the monster's route.
// LATER - this declaration doesn't belong in this file.
struct WayPoint_t
{
Vector vecLocation;
int iType;
};